Grapple moves hardcoded?

NED

Well-known member
Hi,

I work in several projects mugen and openbor.
My real live work take me most of my time, but I would like to progress in my mod project... (that use few wrestling game mechanics)

I'm really bad with script logic... I'm more on the artistic logic...

This is my request :
Is there a chance we can have easier grapple moves coding?
Something hardcoded for "SLAMS" would be wonderful. :)
just the way, "grabwalk" and more are hardcoded...
Because scripts are really confusing to me. :-\

I think this kind of feature would help a lot of basic/noob modder to create more unique mods easily.

I hope this would be possible. Really...
 
Short answer: No.

Long answer: And how exactly would we do that? Take a bunch of guesses as to what slams the modder wants to make and then add hard coded animations for "getting piledriven"? Add parameters for distance binding? Add more for the pose? More for the different points of applied damage? The z parameter? Compensation for different character sizes? What do to if the grappler is hit? What to do if the defender winds up in a wall? What about dealing with platforms and pits?

OpenBOR is not Mugen. There are far more facets you have to take into account for grappling. By the time you are done setting up all these (and more), it would be no less complex than actually scripting it. We aren't going to waste resources on adding such a thing when there are scripted options available and people willing to help with them.

DC
 
Aren't we beeing a bit harsh here?

About the grapple, in many cases you don't need a script for it. I've watching some mods, and they don't use scripts, with few exceptions.

I agree that its not Mugen, because mugen is more organized on this, since we have required animations and sprites. But that blessing can be a curse sometimes.

you can make different attacks, like attack5, which leads to specific pain animations (pain5). Take a look at Final Fight Gold, for example.
 
Matter of fact != harsh. I just want to be very clear this is not going to happen.

Those pain hacks you speak of are not only extremely limited, they're also unstable. They require the attacker and defender to be fully invincible through the whole sequence, which eliminates any kind of strategy you might want to insert into the module; the bigger throw will always be the best choice. They can't account for differences in floor height changes and therefore have to be vertical only. Even then a moving platform of any type will mess them up, as will the timer going off. These environmental considerations and several others are things Mugen simply doesn't have to worry about.

Final Fight Gold is actually fine example of why you shouldn't use the Pain hack concept. Just take a look at Dean's Backbreaker; at point of impact the defender is on the wrong side!

Any workable "built in" throw system for OpenBOR would require conditional "if this, do that" logic the modder could adjust to suit his project. Which, funny enough, is exactly what script is.

So again, we already have great throwing systems. There is my own, and Bloodbane's to start with. The first has been demonstrated and made available for download. The latter can already be seen in playable modules like World Heroes. Programmer resources are not simply going to be directed toward reinventing the wheel. Not only would it waste our time, it would bloat the engine and increase static memory consumption. That's time and resources that can go to improving existing tools and adding functionality that is actually new.

DC

 
O Ilusionista said:
So care to explain it better? I saw your script but I don't understand it too much.

Until I can get one of my projects fully released I would recommend using Bloodbane's. It's not quite as robust as mine, but still supports pretty much any single throw you want to make and there are several examples of it in other mods that you can mess around with.

DC
 
I understand both engines don't works the same way.
No problem about it.
The engine have to be optimized.

I have been on mugen and bor since the early days
I started editing bor mods, then create a base for my mod.
When it became openbor, I was glad to have more features, but every feature was a pain in the @** to understand, and the scripts even more...

Each time I started to understand scripting for throws or other systems, the result was a fail. Every single time... (I asked for help on lavalit, but never really succeded on what I was looking for my mod scripts). I cannot understand lines and lines of scripts. You add to it the fact English is not my natural language...

Since I started working on my openbor mod, I work 15% openbor, 85% mugen, because there is no progress in my mod...

So, I officially stop modding until I understand at least a basic slam throw script.
It will take time...

Thanks for the clear explanation
 
I agree with Damon Caskey about not hardcoding this. Aside of stability issues he posted above, we needto consider modder desire to make sophisticated slams such as air grabs, running grabs, and cancel during grab. Also, some modders might want extra features such as poisoning slammed opponent or draining their HP or MP, moving or running while slam/throwing.
All of these are easily added with script once you have slam basics.

As for slam tutorial, jonsilva has made one based on Crime Buster slam scripts. Let me check if it has been reposted here.

(couple minutes later)

It turns out it's not reposted yet. Oh well, let me upload a tutorial draft by jonsilva. It's not complete but it's good start for tutorial.

(after the upload)

Alright, here's the tutorial:

http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item45

@ned: what is exactly you need help at?
 
Thanks a lot for the tutorial.
I remember using some similar tutorial on lavalit.
This one seems more clear!

I think, this thread can be closed.
We'll continue talking about it in "help & ressource"
 
Dude, you can lock this topic or remove this topic if you like. If you lock this topic, no one will reply to this topic so that anyone can read this probably as an information I think. If you remove this topic, it's your choice. There will be no topic like this unless anyone makes it. It's your choice. You either lock or remove it 'cause you're the topic starter for this.
 
OK, how to lock it?

EDIT : OK I leave it open.
If someone want to give an advice.
 
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